November 2011
1 post
2 tags
Dungeon World AP Report 1
Yesterday we played dungeon world. It was originally going to be GM+5, but two people both had work come up, so it ended up with GM+3. I was ready to run The Spanterhook Guild.
I set out the five redbook playbooks, and let people get on with making characters. The one who always takes forever took forever, and character creation ended up taking about 45 minutes. By the end, though, we had...
October 2011
2 posts
Guh, I forgot how much GM rules interpretation is involved in Poison’d. Well, reading old Q&A threads helps.
September 2011
11 posts
http://www.laivforum.dk/kp03_book/thats_larp/constr... →
This is pretty much exactly how I think of RPGs.
Basic Move: Help/Interfere
When you help or interfere with another PC’s move roll+Hx. On a hit, they get +1 (help) or -2 (interfere). On a 7-9, you get caught up in whatever their consequences might be.
You can only get one +1 from help, and one -2 from interference, but multiple people can try if they want.
Basic Move: SOS
When you send out an SOS to the world, roll+lucky. On a 10+, a friend hears you. On a 7-9, a stranger hears you. On a miss, someone hears you.
Basic Move: Offscreen
When someone does something for you offscreen, roll+workforce-2, where workforce is the number of people working on it (max 5). Don’t roll until you see them again, or would see them again. On a 10+, they got it done. On a 7-9, we tried really hard, and it’s almost right, but… On a miss, something’s happened to your workforce.
Basic Move: Manipulate
When you manipulate someone or something, roll+sensitive. On a 10+, they do just exactly what you want, if they can. On a 7-9, there’s something it wants first, a key, or food, or a promise, for example.
When you manipulate a PC roll+Hx. On a 10+, both of the following, on a 7-9, pick one:
They get -2forward.
Hold 1 (max 4). If and when they finally give in and do it, they get that many...
Basic Move: GTFO
When you GTFO, roll+quick. On a 10+, you get all three. On a 7-9, choose two:
You take only minimal harm. If the harm is numeric, and greater than 1, you take only 1-harm. If the harm was 1-harm, you take 0.
You don’t end up trapped, separated, or lost.
You keep ahold of everything you’ve got.
Basic Move: Use Force
When you use force to get your way, roll+forceful on a 10+, your subject can either do what you want or take the harm. On a 7-9, it can do either of those, or it can pick from the following list:
lash out and threaten its own harm
give you something it thinks you want
gtfo
barricade itself securely in
do nothing, and let you decide if you really want to deliver the harm
I think maybe the...
Basic Move: Explore
When you explore a zone for the first time, roll+lucky. On a 10+, hold 3. On a 7-9, hold 1. As you explore the zone, you can spend your hold 1 for 1 to discover:
A mechanism of uncertain purpose
A note from a previous explorer
A sign of present inhabitants
1-Stock of a supply (up to the MC what kind)
A connection to another zone
A hidden place or passage
A safe place to rest
A hint about...
Under World
Under World is the apocalypse world hack I’ve been working on. We’ve played one session of it so far, and I’m probably going to write an AP report for it, but not right now. Instead, I’m going to post the basic moves we’re currently using. We’ll see what else goes up later.
Testing
What is this I don’t even…
Is this
A list?
or an outline?
Icanhazbold?
AndItalic?